/Engine/Source/Runtime/Engine/Public/SkeletalMeshSceneProxy.h
A skeletal mesh component scene proxy.
class FSkeletalMeshSceneProxy : public [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy)
uint8:  1
bCanHighlightSelectedSections
uint8: 1
bDrawDebugSkeleton
uint8:  1
bForceWireframe
Data copied for rendering
uint8:  1
bIsCPUSkinned
bool
bMaterialsNeedMorphUsage_GameThread
uint8: 1
bRenderStatic
TOptional<FLin...
DebugDrawColor
The color we draw this component in if drawing debug bones
TEnumAsByte<ER...
FeatureLevel
TArray<FLODSec...
LODSections
Array of section elements for each LOD
FMaterialReleva...
MaterialRelevance
TSet<UMaterial...
MaterialsInUse_GameThread
Set of materials used by this scene proxy, safe to access from the game thread.
FSkeletalMeshOb...
MeshObject
UMaterialInterf...
OverlayMaterial
float
OverlayMaterialMaxDrawDistance
AActor*
Owner
UPhysicsAsset&...
PhysicsAssetForDebug
FPoseWatchDynam...
PoseWatchDynamicData
FBoxSphereBound...
PreSkinnedLocalBounds
The primitive's pre-skinned local space bounds.
TArray< uint16 ...
ShadowCapsuleBoneIndices
TArray< TPair< ...
ShadowCapsuleData
BoneIndex->capsule pairs used for rendering sphere/capsule shadows Note that these are in refpose component space, NOT bone space.
constUSkinnedA...
SkeletalMeshForDebug
The points to the skeletal mesh and physics assets are purely for debug purposes.
FSkeletalMeshRe...
SkeletalMeshRenderData
float
StreamingDistanceMultiplier
The component streaming distance multiplier